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Old January 6, 2003, 23:56   #1
DaveMcW
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Balanced Accelerated Production Mod
Accelerated Production is a wonderful thing for multiplayer games, essentially cutting the number of turns you need to play in half. Unfortunately, AP is so unbalanced that it is a totally different game than normal civ3. This mod is an attempt to fix that.

I have tested it quite a bit myself, but I would appreciate other people's input. Here is the complete list of changes.
  • Double worker speed (Triple road building speed)
  • Half min and max research time (2 and 20)
  • Double culture from improvements
  • Half golden age length (10)
  • Half shields from pop rushing (10)
  • Half duration of unhappiness from rushing/drafting (10)
  • Half shields from harvesting forest (5)
  • Double resource disappearance rate
  • Double pollution from improvements
  • Half cost for Build Embassy and Steal Technology
  • Half turns before the game ends (270)
  • Double years per turn

This is the exact date system used:
  • First 13 turns = 100 years each (-4000 to -2700)
  • Next 12 turns = 80 years each (-2700 to -1740)
  • Next 20 turns = 50 years each (-1740 to -740)
  • Next 25 turns = 40 years each (-740 to 260)
  • Next 49 turns = 20 years each (260 to 1240)
  • Next 51 turns = 10 years each (1240 to 1750)
  • Next 50 turns = 5 years each (1750 to 2000)
  • Next 50 turns = 1 year each (2000 to 2050)

By default, AP makes the following changes:
  • Half shield cost for all projects
  • Half food required to grow
  • Half research cost
  • Half upgrade cost

Here is the .bix file. I left all the game rules and victory conditions open, so be sure Accelerated Production is on when you start the game.
Attached Files:
File Type: zip balanced ap 1.1.zip (22.0 KB, 4 views)

Last edited by DaveMcW; May 2, 2003 at 21:00.
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Old January 8, 2003, 18:00   #2
player1
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I think that woker jobs are acclerated by default.

But I'm not so sure.

Also, no need to give more shields from forest or pop-rush since thing already cost less chields.
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Old January 8, 2003, 18:16   #3
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Workers are not accelerated, which is probably the single most unbalancing thing in default AP.

"Also, no need to give more shields from forest or pop-rush since thing already cost less chields."

I cut them in half, forest is 10 -> 5 and pop rush is 20 -> 10.
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Old January 8, 2003, 19:12   #4
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Hmm...

Got it!


P.S.
Strage about wokers I always though that they are acclerated.

Or maybe I played Hannibal (Industrial) to often?
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Old January 9, 2003, 00:30   #5
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What's the reasoning behind cutting espionage costs in halve?
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Old January 9, 2003, 00:52   #6
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Since I removed half the turns from the game, you only get half the gold you normally would. Research and upgrades and rushing already cost less to reflect this. It would be silly to make you pay full price when stealing a half-price tech.

Planting spies and stealing plans is an interesting problem though. Do you think they should be full cost because one turn of information is useful for twice as long in an AP game? Or are they only used once, in which case they should be half price to balance the cost of using them once in a normal game?

Last edited by DaveMcW; January 9, 2003 at 01:10.
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Old January 9, 2003, 01:27   #7
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I like this, I have been wondering what we could do to make it more balanced. I will test it out some and let you know what I find.
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Old January 9, 2003, 10:24   #8
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The spy info is very usefull in many circomstances, I personally would keep it fyll price.

Espionage should be slightly more expensive too IMHO..
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Old January 9, 2003, 12:09   #9
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Update: Version 1.1

All espionage missions are back to full price, except for Build Embassy and Steal Technology.
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